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Everything posted by Uun
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Darkness Manipulation is mostly a blapper set. It's got 3 melee attacks, a PBAoE damage aura, the damage buff (tied to a PBAoE attack) and an end recovery power (tied to a PBAoE attack). The sustain power is kind of wonky, since it's a click with a 120 second duration coupled to a ranged fear. Other than that it's got a ranged immobilize and a ranged AoE stun. While thematically similar to Dark Blast, a secondary that keeps you in melee may not be the best match for a primary with 2 cones.
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Move notifications to the side of the screen
Uun replied to Wavicle's topic in Suggestions & Feedback
Perhaps if notifications had their own chat channel aside from the Rewards and System channels. You could then create a tab with just that channel, so you could go back and read them later. -
Just an anecdote - was running Lamda yesterday on my Dark/Dark. On a couple of occasions I didn't back up sufficiently to get out of the range of Nova Fist. Not only didn't I die, but one click of Dark Regeneration later I was back at full health.
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One of the things I like about Quicksand is that it has an autohit -25% defense debuff. Fighting Sky Raiders with force field generators or Nemesis popping Vengeance? No problem. It also doesn't generate fear the way Caltrops does.
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One note about Indomitable Will - you have to use it preemptively. You can't click it while mezzed. If this is concern, you might want to consider Rune of Protection. Seconded.
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I hope you plan to team. You've taken no attacks whatsoever. I think you're overly concerned about defense. Infrigidate needs accuracy. It's also a good place to slot a Shield Breaker set or slot it with procs. I would devote 2-3 slots to each shield. You can max out the defense buff with two 50+5 IOs or three LOTG. Snow Storm is skippable. If you're going to take it, it doesn't need more than one endred IO. Quicksand doesn't need more than one recharge IO. Hasten only needs two 50+5 IOs. Frostwork is skippable. If you're going to take it, I wouldn't devote more than the base slot. Earthquake doesn't need a KB>KD (it's KD already). Replace it with an Achilles' Heel -res. Benumb needs accuracy. Sleet doesn't need more than two recharge IOs. If you're going to slot a set, I would go with defense debuff or accurate defense debuff. Heat Loss needs accuracy. It doesn't need more than two 50+5 IOs (four is well over the ED cap), but I would consider slotting an endmod set. Preemptive Optimization works well and is cheap. Tough, Weave and Maneuvers all need endred if you plan to run them. No travel power until lvl 49?
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I've been playing Martial Arts since I3. There have been quite a few fixes over the years and it's much better than it used to be. In its current state, it's really good for ST damage but is lacking in AoE. I think converting one of the powers into a cone (Storm Kick?) is about all it needs. Mind Control right now is much better for dominators than controllers. It would benefit from allowing fear and confuse to set up containment. Telekinesis needs a rework. I don't think I've had it in a build since they changed it back on live. (I know it used to affect more than 5 targets and would hold bosses, but I can't find a description that predates the changes.) Mass Confusion needs its recharge reduced, but not to Seeds level. There have also been some good suggestions about changing it so the mobs in the AoE all gang up on the target. Aside from the damage boost solo and on small teams, the defender inherent should provide a more useful benefit on teams. As currently configured, it provides no benefit if the defender is doing their job - you get an endurance discount if your teammates are dying. This reminds me of how the blaster inherent originally worked - you did more damage the lower your hit points.
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Archery, Energy and Psychic all have high damage (~133 dmg) ST attacks in addition to snipes. Dual Pistols gets a high damage ST attack plus a high damage narrow cone. People generally skip the low damage mezz in all these sets unless they slot them as proc bombs. AR doesn't get a high damage ST attack in addition to its snipe but gets 4 cones/AoEs. Electric doesn't get a high damage ST attack in addition to its snipe but gets Short Circuit and Voltaic Sentinel (and is widely considered to underperform as a blaster primary). Sonic gets a high damage ST attack but no snipe and 3 low/moderate damage cones (and is also considered to underperform). Again, people generally skip the low damage mezz in all these sets unless they slot them as proc bombs. Dark doesn't have a high damage ST attack in addition to its snipe, but gets two 88-102 damage ST attacks with secondary effects (hold and heal), both of which do less damage than the T2 attack. The mezz doesn't fall into the skippable low damage category (although I suppose it could be slotted as a proc bomb).
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Suggested Stone Mastery Set for Dominators
Uun replied to Ravenbane's topic in Suggestions & Feedback
I like it. A few other ideas: Basalt Bomb (from the Igneous) https://cod.uberguy.net/html/power.html?power=igneous.magmites_lt_boss.basalt_bomb&at=dominator Not sure if it's possible to modify the eminators to buff allies instead of DE, but other Dominator epic sets have team buffs. Obviously these would need to be toned down. Cairn (from Devouring Earth) https://cod.uberguy.net/html/entity.html?entity=devouringearth_cairn Quartz (from Devouring Earth) https://cod.uberguy.net/html/entity.html?entity=devouringearth_quartz -
I've got a Cold/Beam. In addition to the debuffs in Cold, Beam has -res, -regen and -def, although it takes a while to remember which attacks do what. Definitely great vs. AVs and in incarnate trials.
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Pv2 Vendor sell a Permanent or temp hold power
Uun replied to MsSmart's topic in Suggestions & Feedback
50% chance of a 3 second mag 2 hold. I don't think that's goin' to get 'er done. https://cod.uberguy.net/html/power.html?power=prestige.prestige_attacks.brawl_taser -
I've played both, although not together. For Earth, skip the sleep and probably the ST immobilize. Everything else is worth taking. Quicksand and Earthquake don't require more than a recharge or two. For Martial, the 3 melee attacks are all OK, although none of them is a heavy hitter. Take as few or many as you have room for. Trick Shot is your only ranged AoE and worth taking. Explosive Shuriken is effectively a ST attack - the splash damage is miniscule. The snipe is very good. Envenomed Blades is interesting, but would be better if it had a secondary effect beside the toxic DoT. I'm on the fence about Caltrops. I've tried slotting for damage and slotting procs, but neither has really impressed me. I think it's probably skippable. I don't think combining with Stone Cages would be useful - you don't need the slow if everything is immobilized, and you could just slot the procs in Stone Cages. Dropping a slow on top of Earthquake is sometimes useful, but I think Quicksand is better.
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I'm leveling an Ice/Kin/Mace for team play, currently at lvl 43. I'm bouncing around a couple of different ideas for my last 3 powers and looking for feedback. Combat Teleport/Teleport Target/Fold Space. Both Combat Teleport and Fold Space seem like they would work well with Fulcrum Shift, but curious how they work in practice. Has anybody actually done this? Is it worth 3 power picks? Web Envelope/Focused Accuracy/Summon Disruptor. Largely went Mace for the defense shield. Are the other powers any good? Other than keeping stuff in Ice Storm, is there a need for an AoE immobilize? Is the pet any good? Don't really need another ST hold. Maneuvers/Tactics/Combat Teleport. The fallback safe picks.
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Apparently these were not the mission bosses, just bosses that spawned with the Arachnoid mobs. Dropped the notoriety to x1 and they didn't spawn.
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Doing Black Scorpion's arc to unlock patron powers at lvl 35. On the Defeat All Crey mission, set to +1 x4, the Super Arachnoid bosses at the back of the map spawned at lvl 40. Everything else on the map spawned at lvl 36. I see on CoD that there are 2 versions of the Super Arachnoid, one that spawns at lvl 40-54 and one that spawns at lvl 30-39. Presumably the lower one should spawn if the mission is lvl 35.
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Blasters can use the T1 & T2 attacks from their primary and the T1 attack from their secondary while mezzed. Pretty sure this has been brought to your attention in other threads.
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Illusion : Flash -> Stun instead of hold
Uun replied to Outrider_01's topic in Suggestions & Feedback
All the control sets have an AoE hold. With the exception of earth and dark (which summon a pseudo-pet) they're all exactly the same in duration, magnitude, recharge and accuracy. -
CoX in Six Words - using only six words, describe CoX
Uun replied to DougGraves's topic in General Discussion
WELL BE GONE TO THE AMERICANS! Go. Hunt. Kill Skuls. Go. Hunt. -
Haven't had this issue with my Dark/Dark tank, and I don't slot taunt in any attacks. Holds aggro like glue. Death Shroud is your taunt aura (15 sec mag 4), so they shouldn't be running from that.
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I though Ouro just had the story arcs and badge missions. That's why you can't grab the one-off missions with Anti-Matter and Siege.
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Not only Radiation Infection and Enervating Field, but all foe-targeted debuff toggles (Snow Storm, Spore Cloud)
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More of an FYI, but Flash Arrow is autohit in PVE. This allows you to slot Dark Watcher's Despair or Dampened Spirits if you want to max out the tohit debuff. I find this useful since half the debuff ignores resistance (AVs normally resist tohit debuffs). If you're going to devote that many slots to Tactics, recommend adding 1 more and slotting the Gaussian set for the build-up proc and the 6-piece defense bonus. Oil Slick Arrow is autohit and doesn't require accuracy. The controller/corruptor version of EMP Arrow is currently bugged and only has the ally buff (no enemy debuff or hold).
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I forget the name, but there's a blue side contact for vigilantes. There are also contacts specific to epic ATs.
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I admit that I haven't done any controlled testing, just observation from playing. I have the power slotted with the procs from Eradication, Obliteration, Scirocco's Dervish and Perfect Zinger, all of which are AoE. (I intentionally didn't slot any fear or -tohit procs as they would only hit one target.) I feel like every time I use the power, I'm seeing 2-3 of the 4 procs go off.
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I've got an SR/Staff and it's pretty much unkillable. Defense debuff resistance is through the roof. About the only things you have to be careful with foes with giant tohit buffs (DE Quartz, stacked Nemesis Vengeance, Rularuu eyeballs). You'll have to deal with the redraw every 3 minutes or so when Practiced Brawler refreshes, but no other clicks in SR. Form of the Soul is handy for the endurance discount while leveling or when fighting things with autohit end drain.